Christoph Oelckers
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4f1999ab24
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- Exhumed: Rex
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2020-11-29 20:43:35 +01:00 |
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Christoph Oelckers
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4543982e54
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- Exhumed: Rat
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2020-11-29 20:39:27 +01:00 |
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Christoph Oelckers
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d92428d217
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- Exhumed: The mummy has been handled, too - also renamed some fields to match the other enemies.
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2020-11-29 20:34:55 +01:00 |
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Christoph Oelckers
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1fa087767e
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- Exhumed: ... and for the lava dude.
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2020-11-29 20:30:17 +01:00 |
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Christoph Oelckers
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bd3efcb6c4
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- Exhumed: same procedure for the Lion.
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2020-11-29 20:26:54 +01:00 |
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Christoph Oelckers
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b669e5405d
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- Exhumed: did the same for the fish, changed some disassembly names and removed unused fields from enemy structs.
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2020-11-29 20:16:58 +01:00 |
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Christoph Oelckers
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e81dbbdc93
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- Exhumed: limit removal, cleanup and JSON serialization for the spider.
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2020-11-29 19:32:58 +01:00 |
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Christoph Oelckers
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b26f6157e9
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- Exhumed: Anubis cleanup, JSON serialization and limit removal.
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2020-11-29 19:20:38 +01:00 |
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Christoph Oelckers
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cd1b79a703
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- use stricter checks when trying to levelwarp.
If saving is blocked, so should changing the level.
Fixes #204.
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2020-11-29 15:22:54 +01:00 |
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Christoph Oelckers
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a34f5debe8
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- route the shared control CCMDs through the game interface instead of registering local variants for each game.
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2020-11-29 13:35:09 +01:00 |
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Christoph Oelckers
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48b16d5233
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- cleanup on player CVAR use.
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2020-11-29 13:22:04 +01:00 |
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Christoph Oelckers
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81bdee90f7
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- Exhumed: interpolate texture animations.
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2020-11-26 18:32:37 +01:00 |
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Christoph Oelckers
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d22229c042
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- removed the unused interpolation utilities in Exhumed.
None of this was used, but with the shared implementation it isn't needed anymore.
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2020-11-26 18:32:37 +01:00 |
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Christoph Oelckers
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2cd3927613
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- use floats for wall panning offsets.
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2020-11-26 18:32:35 +01:00 |
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Christoph Oelckers
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d545eb7aa9
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- make sector panning variables floats and added some convenience wrappers.
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2020-11-26 18:32:35 +01:00 |
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Mitchell Richters
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1504e19cf8
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- Exhumed: Add sprite interpolation to analyzesprites() .
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2020-11-26 19:15:49 +11:00 |
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Mitchell Richters
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b9e1cbb5de
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- gamecontrol.h: Move getHalfLookAng() into PlayerAngle struct as look_anghalf() .
* Uses internal struct variables at full BAM precision.
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2020-11-26 16:37:37 +11:00 |
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Christoph Oelckers
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0b115ac9c7
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- Exhumed: added a countdown display for the magic spells in the fullscreen HUD.
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2020-11-24 21:04:27 +01:00 |
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Christoph Oelckers
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7470286d5b
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- Exhumed: Switch sounds must use CHANF_LISTENERZ because they use no z-coordinate for their position.
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2020-11-24 00:14:32 +01:00 |
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Christoph Oelckers
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8cbd67974e
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- Exhumed: fixed typo in player taunt code.
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2020-11-23 19:32:12 +01:00 |
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Christoph Oelckers
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2fda1b9d52
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- Exhumed: fixed positioning of the player's scream sound.
This was played on the wrong actor - the calling code passed 0 instead of the player's actual sprite index.
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2020-11-23 18:38:58 +01:00 |
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Christoph Oelckers
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169d708547
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- removed all remaining uses of tilesiz.
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2020-11-23 08:55:02 +01:00 |
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Christoph Oelckers
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d60bc8be9f
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- replaced all remaining uses of tilesiz[].y
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2020-11-23 08:39:49 +01:00 |
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Christoph Oelckers
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bbf1352db1
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- replaced approx 1/3 of all accesses to the tilesiz wrapper class.
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2020-11-23 00:18:30 +01:00 |
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Mitchell Richters
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5ba2e7863d
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- binaryangle.h: Add asbuildf() method to all classes and use where appropriate.
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2020-11-22 21:18:12 +01:00 |
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Mitchell Richters
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0190a98a10
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- Remove calcSinTableValue() inline function and clean up use of PI /fPI and BANG2RAD #defines.
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2020-11-22 21:18:10 +01:00 |
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Mitchell Richters
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6b66a958d0
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- buildutils: Replace calcSinTableValue() use within Exhumed with bsinf() /bcosf() .
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2020-11-22 21:18:10 +01:00 |
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Mitchell Richters
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bae4d77427
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- buildutils: Replace sintable[] use within Exhumed with bsin() /bcos() .
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2020-11-22 21:18:03 +01:00 |
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Mitchell Richters
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cf6188b034
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- buildutils: Replace Sin() and Cos() from Exhumed with bsin() /bcos() .
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2020-11-22 21:18:02 +01:00 |
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Mitchell Richters
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8aa7051f78
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- buildutils.h: Replace FSin() from Exhumed with bsinf() /bcosf() .
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2020-11-22 21:18:02 +01:00 |
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Christoph Oelckers
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3bd48fb8c5
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- Exhumed: Fixed CalcPosVel not initializing the vel parameter.
This caused spurious errors in OpenAL if the passed values were NANs or INFs.
Fixes #183
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2020-11-22 20:34:57 +01:00 |
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Christoph Oelckers
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143dd3d2cf
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- fixed weapon cycling in Exhumed.
The sword was checked for ammo (and failed) and wraparound was not handled.
Fixes #193
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2020-11-22 18:59:59 +01:00 |
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Christoph Oelckers
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c6c9b26af2
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- do not specifically look in the 'music' directory for CD tracks.
Prepending of 'music/' is done automatically for all music not found without a path so this only limits options.
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2020-11-22 12:51:13 +01:00 |
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Mitchell Richters
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2c1b53ad1c
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- Exhumed: Get GOG music playing without any user intervention required.
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2020-11-22 22:35:45 +11:00 |
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Christoph Oelckers
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d089aa8d2e
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- moved Blood's and Exhumed's d_menu.cpp back into the gameprojects
With the new autoseg code this separation is not needed anymore.
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2020-11-13 11:25:43 +01:00 |
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Christoph Oelckers
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96fbfdcf86
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- made hires replacements work for untranslated fonts.
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2020-11-10 21:34:49 +01:00 |
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Christoph Oelckers
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f24786af71
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- Exhumed: Use 0 as transparent color index for the energy tile.
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2020-11-09 19:16:43 +01:00 |
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Mitchell Richters
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9e026d5042
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- Exhumed: Partially address issues with LEV20 energy towers in #159.
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2020-11-08 12:48:23 +11:00 |
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Mitchell Richters
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ade1a80515
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- gameinput.cpp: Remove crouch bool from applylook() since we can now just rely in the actions bitfield that's already incoming as required and default scaleAdjust in the prototype to 1 .
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2020-11-07 18:25:06 +11:00 |
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Mitchell Richters
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6e3d414b3c
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- inputstate.cpp: Move checkCrouchToggle() from gameinput.ccp into ApplyGlobalInput() and use static bool for crouch toggling vs. game-side bool.
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2020-11-07 18:16:16 +11:00 |
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Mitchell Richters
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4ef0d20e0e
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- gameinput.cpp: Consolidate checkCrouchToggle() from Duke with discrete implementations from Blood in 7c8efde38c and Exhumed in 032db82f82 to unify the functionality.
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2020-11-07 13:44:25 +11:00 |
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Mitchell Richters
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032db82f82
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- Exhumed: Add crouch toggle mechanism.
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2020-11-07 13:27:58 +11:00 |
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Mitchell Richters
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2d903ed918
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- Exhumed: Skip over weapons owned but without ammo when doing WeapSel_Next /WeapSel_Prev .
* Fixes #148.
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2020-11-06 23:25:55 +11:00 |
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Mitchell Richters
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e3c6873410
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- Exhumed: Move bullet puff animations up by 4096 units to give the illusion of more accurate aiming.
* Fixes #149.
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2020-11-06 23:02:57 +11:00 |
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Mitchell Richters
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f2e50161a5
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- Exhumed: Fix issues on start of Level 20 following changes in 0c95aee8f5 .
* Fixes #152.
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2020-11-06 22:02:14 +11:00 |
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Christoph Oelckers
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7a482c6284
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- make DHUDFont an object.
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2020-10-31 13:20:54 +01:00 |
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Christoph Oelckers
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7de6528a1f
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- the status bars work as objects.
# Conflicts:
# source/common/menu/menudef.cpp
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2020-10-31 13:20:54 +01:00 |
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Christoph Oelckers
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37024df405
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- Status bar draw code is now identical with GZDoom's.
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2020-10-31 13:20:00 +01:00 |
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Christoph Oelckers
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3a0c84d3ca
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- split statusbar.cpp in two.
To keep Raze-exclusive content out of the main file that's about to be edited.
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2020-10-31 13:19:59 +01:00 |
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Christoph Oelckers
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668c34d4c1
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- ensure for all games that deleting a sprite unlinks all sounds from it.
This was only present in Duke but is needed for all games.
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2020-10-29 00:08:06 +01:00 |
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